userJake_Richcancel
branchrust_reboot/main/launch_site_lod_culling_fixescancel

17 Commits over 0 Days - ∞cph!

6 Months Ago
S2P airfield
6 Months Ago
S2P launch site
6 Months Ago
Re-apply CS 97577 (modify launch site scene)
6 Months Ago
Re-apply RendererLOD `minDistanceMultiplier` functionality to clamp minimum lod scaling
6 Months Ago
merge from main -> launch_site_lod_culling_fixes
6 Months Ago
S2P Launch site
6 Months Ago
Modified the launch site scene - a few generators & the overhang on recycler building were overriding the RendererLOD state to 100m
6 Months Ago
Fix dockwall_stairs_600 missing a material causing the top to look transparent
6 Months Ago
Fix ticket booth windows going opaque past 60m
6 Months Ago
Fix pillar in front of triple boost building being culled past 75m
6 Months Ago
Set culling to 300m on tire stack, launch site grills in front of rocket building, walkways up the back, pickup truck Fix green card room windows going opague <300m
6 Months Ago
Min 300m culling for all the pipeline prefabs used in launch, the crate cover & the planters
6 Months Ago
Add `minDistanceMultiplier` to RendererLOD to prevent mesh.quality scaling down LODs for low settings - fixes windows becoming opague at low graphics settings Apply min LOD scaling of 100% to all the prefabs with windows (airfield towers, launch site warehouses, launch site rocket building)
6 Months Ago
Fix windows of rocket puzzle building becoming opague past 60m
6 Months Ago
Fixed not seeing gaps in windows in launch site warehouse buildings past 100m
6 Months Ago
Fix not seeing gaps in airfield tower windows in launch site by increasing LOD1 from 40m -> 350m
6 Months Ago
Fix a bunch of prefabs inside launch site that cull at 100m - 200m -> 300m (network range)